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バーチャルリアリティー (VR) 市場:セグメント・装置・アプリケーション・ソリューション 2019-2024年

Virtual Reality Market by Segment (Consumer, Enterprise, Industrial, Government), Equipment (Hardware, Software, Components) Applications and Solutions 2019 - 2024

発行 Mind Commerce 商品コード 372002
出版日 ページ情報 英文 232 Pages
納期: 即日から翌営業日
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バーチャルリアリティー (VR) 市場:セグメント・装置・アプリケーション・ソリューション 2019-2024年 Virtual Reality Market by Segment (Consumer, Enterprise, Industrial, Government), Equipment (Hardware, Software, Components) Applications and Solutions 2019 - 2024
出版日: 2019年07月22日 ページ情報: 英文 232 Pages
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概要

当レポートでは、VR (バーチャルリアリティー) 市場について詳細に調査し、VRエコシステムおよびバリューチェーンパートナーの分析、近年のVR特許申請・知的財産の評価、VRデバイス・アプリケーション・コンテンツの現在の価格メトリクス分析、主なVR企業・ソリューションの評価、新しいビジネスモデルの分析、VRコンポーネント市場の分析、および主要企業の分析などを提供しています。

第1章 エグゼクティブサマリー

第2章 バーチャルリアリティー (VR) 市場区分

第3章 イントロダクション

  • 没入型技術
  • VR市場の概要
    • VRシステム
    • VR技術・システム・アーキテクチャー
  • VRのエコシステム
    • VRデバイス
    • VRハードウェアコンポーネント
    • VRソフトウェア
    • VRサービス
    • VRコンテンツ
  • VR市場成長促進因子
  • VR市場課題
  • VR市場展望・機会

第4章 VRエコシステムの分析

  • VRステークホルダー分析
    • VRデバイスメーカー
    • VRコンポーネントメーカー
    • VRソフトウェアソリューションプロバイダー
    • VRサービススイートプロバイダー
    • VRコンテンツプロバイダー
    • VRエンドユーザー
  • VRビジネスモデル
    • VRサブスクリプションサービス
    • ペイ・パー・エクスペリエンス (PPE)
  • VR特許分析
  • VR技術
    • 非没入型技術
    • 半没入型技術
    • 完全没入型技術
  • VRデバイスのプラットフォーム
  • VR市場のアプリケーション
    • 消費者向けVRアプリケーション
    • 企業向けVRアプリケーション
    • インダストリアルアプリケーションにおけるVR
  • 地域のVR市場
  • VRと5G
  • VR収益予測

第5章 VR企業分析

第6章 VR市場の分析・予測

  • 世界のVR市場
  • VR技術
  • VRシステムセグメント
  • VR事業収益
  • VRアプリケーション
  • VRソリューション展開
  • VRを支えるネットワークインフラ
  • 米国のVR市場
  • カナダのVR市場
  • 英国のVR市場
  • ドイツのVR市場
  • フランスのVR市場
  • スウェーデンのVR市場
  • 中国のVR市場
  • 日本のVR市場
  • 韓国のVR市場
目次

This research provides an in-depth assessment of the virtual reality market including analysis of VR ecosystem and role of value chain partners, evaluation of recent VR patent filings and intellectual property, and analysis of current price metrics VR devices, apps, and content. The report also provides an assessment of key VR companies and solutions with SWOT analysis, analysis of emerging business models and evolution of VR monetization, analysis of VR component market: devices, software, hardware, platforms. The report also presents key VR growth drivers, market challenges, and emerging opportunities.

Previously encumbered by a combination of technology gaps and consumer readiness issues, virtual reality market is poised for substantive global growth, providing abundant opportunities for service providers, content developers, and ecosystem component providers. However, the high-growth phase for VR is anticipated to start within approximately two years, which is coincident with substantially lower broadband costs as a whole (wired and wireless connections) as well as greater user acceptance within both the consumer and business market segments.

It is important to note that the virtual reality market and other immersive technologies (such as the mixed reality market) will also be important to many industry for a variety of enterprise purposes including internal operations, managing supply chains, and supporting customers. Important industry verticals include commercial real estate management, automotive, public safety, education and training. The leading sector is anticipated to be instruction (education, training, and simulations).

For the consumer virtual reality market, we see entertainment and lifestyle enhancements leading the way with the former including VR enhanced gaming and the latter including a plethora of new apps such as virtual location experiences in which groups of people get together virtually in the cyber-world. Examples include everything from virtual alumni events to watching your favorite football team play in a virtual stadium with ultra-real sights, sounds, and even feelings and smells of game day. The advancement of AI embedded within the VR market will add to realism by introducing random events that happen within a given experience.

For enterprise and industrial virtual reality market segments, Mind Commerce sees simulations and training leading the way. We see everything from situational training (such as Verizon using Striver to train its employees how to better deal with robberies) to more traditional expectations such as VR enhanced simulations for flight and vehicle training. Businesses will also seek to use VR as a means to destress employees by offering them a virtual experience of their everyday work with random events thrown into the mix, both to add interest/amusement as well as to test and train them to see how they might react given a real-world experience such as how to best deal with a senile shoplifter.

In terms of venture investment, 2016 represented an intermediate peak for the virtual reality market with VR funding exceeding $800M. By way of comparison, the other major component of the overall immersive technology market (AR and MR) received about $450M in investment. More recently, the VR market has lagged AR/MR in terms of funding with the former receiving only $280M and the latter receiving over $850M in 2018.

However, the virtual reality market has done quite well over the last few years in terms of cumulative investment. By way of example, Jaunt VR alone receiving over $100M in investment money including from strategic investors such as Disney. However, VR is struggling to achieve market traction let alone critical mass. Mind Commerce sees the virtual reality market gaining ground once 5G is more firmly in place commercially, but not because of wireless VR. Instead, we see a massive build-out of broadband as a whole (due to competition from the 5G market) as one of the fundamental drivers for VR adoption.

This research provides an in-depth assessment of the VR market including the following:

  • Analysis of VR ecosystem and role of value chain partners
  • Evaluation of recent VR patent filings and intellectual property
  • Analysis of current price metrics VR devices, apps, and content
  • Assessment of key VR companies and solutions with SWOT analysis
  • Analysis of emerging business models and evolution of VR monetization
  • Analysis of VR component market: devices, software, hardware, platforms
  • Analysis of key VR growth drivers, market challenges, and emerging opportunities

Forecasts in Report:

Shipment forecasts in the report include:

  • Virtual Reality Market Globally, Regionally, and by Major Countries 2019 - 2024
  • Virtual Reality Consumer, Enterprise, Industrial, and Government Applications 2019 - 2024
  • Virtual Reality Hardware, Software, and Services 2019 - 2024
  • Virtual Reality Content and Commerce 2019 - 2024

All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Select Report Findings:

  • Carriers must build-out 5G and edge computing to support consumer VR
  • Enterprise virtual reality applications USA market will surpass $5B by 2024
  • Cloud-based VR solutions will be dominate compared to premise-based solutions
  • Government use of virtual reality in support of USA smart cities will reach $330M by 2024
  • Largest VR verticals will be industrial automation, aerospace, construction, education, and healthcare

Report Benefits:

  • VR Forecasts 2019 - 2024
  • VR Future and Roadmap 2019 - 2024
  • Identify the impact of VR in major industries
  • Identify market drivers for VR commercialization
  • Understand AR and VR convergence and mixed reality
  • Recognize the impact of supporting tech such as 5G and MEC on VR

Target Audience:

  • Virtual reality companies
  • Electronics manufacturers
  • Network service providers
  • Regulatory and policy groups
  • Artificial intelligence providers
  • Application and content providers

Companies in Report:

  • 3D Systems Simbionix
  • Analog Devices Inc.
  • Avegant Corp.
  • BARCO
  • Cyber Glove Systems
  • Cypress Semiconductor Corp
  • EON Reality Inc.
  • Facebook
  • FOVE Inc.
  • Google Inc.
  • HTC Corporation
  • Huawei Technologies
  • Integrated Device Technology Inc
  • Intel Corporation
  • Leap Motion Inc.
  • LG Corporation
  • Magic Leap
  • Maxim Integrated
  • Microsoft Corporation
  • NextVR
  • NGRAIN Corporation (mCloud)
  • Niantic Inc.
  • Nokia
  • Nvidia Corporation
  • NXP
  • Qualcomm Inc.
  • Rohm Semiconductor
  • Samsung Electronics Co. Ltd.
  • Semtech Corporation
  • Sixense Entertainment Inc.
  • SK Telecom
  • Sony Corporation
  • StreamVR
  • Texas Instruments
  • Unity Technologies
  • VIRTALIS
  • Virtual Reality Company (VRC)
  • VREAL
  • Vuzix Corporation
  • Wevr
  • WorldViz
  • Zeiss VR One
  • ZTE Corporation

Table of Contents

1 Executive Summary

  • 1.1 Research Objectives and Benefits
  • 1.2 Target Audience
  • 1.3 Company Coverage

2 Virtual Reality Market Segmentation

  • 2.1 VR Market Segments and Sub-Segments
  • 2.2 Key Report Findings

3 Introduction

  • 3.1 Immersive Technologies
  • 3.2 Virtual Reality Market Overview
    • 3.2.1 Virtual Reality Systems
    • 3.2.2 Virtual Reality Technologies, Systems, and Architectures
  • 3.3 Virtual Reality Ecosystem
    • 3.3.1 Virtual Reality Devices
      • 3.3.1.1 Head Mounted Displays
      • 3.3.1.2 Gesture Tracking Devices
        • 3.3.1.2.1 Haptic Gloves
        • 3.3.1.2.2 Haptic Suits
        • 3.3.1.2.3 Other VR Devices
      • 3.3.1.3 Projectors and Display Walls
      • 3.3.1.4 Heads-Up Displays
    • 3.3.2 Virtual Reality Hardware Components
      • 3.3.2.1 Sensors
        • 3.3.2.1.1 Accelerometers
        • 3.3.2.1.2 Proximity Sensor
        • 3.3.2.1.3 Magnetometers
        • 3.3.2.1.4 GPS System
        • 3.3.2.1.5 Gyroscopes
        • 3.3.2.1.6 3D Image Sensor
      • 3.3.2.2 Semiconductor Component
        • 3.3.2.2.1 Haptic Controller and Integrated Circuits
        • 3.3.2.2.2 Graphic Processing Units
        • 3.3.2.2.3 VR Displays
        • 3.3.2.2.4 Central Processing Units
        • 3.3.2.2.5 Memory
        • 3.3.2.2.6 Tracking System
        • 3.3.2.2.7 Process Acceleration Cards
        • 3.3.2.2.8 Input Devices
        • 3.3.2.2.9 USB Connector
      • 3.3.2.3 Audio Hardware
    • 3.3.3 Virtual Reality Software Market
      • 3.3.3.1 Virtual Reality Applications
      • 3.3.3.2 Software Component
        • 3.3.3.2.1 Reality Engine
        • 3.3.3.2.2 Software Development Kits
        • 3.3.3.2.3 3D Modeling
        • 3.3.3.2.4 2D Graphics
        • 3.3.3.2.5 Digital Sound Editing
    • 3.3.4 Virtual Reality Services Market
      • 3.3.4.1 Virtual Reality Simulation Services
      • 3.3.4.2 Virtual Reality Application Store Services
      • 3.3.4.3 Deployment and Management Service
    • 3.3.5 Virtual Reality Content Market
      • 3.3.5.1 Games and Entertainment
      • 3.3.5.2 VR, Video, and an Emphasis on Instructional Content
      • 3.3.5.3 VR Theme Park: An Immersive Experience
      • 3.3.5.4 VR Content Developer Engagement
  • 3.4 Virtual Reality Market Drivers
    • 3.4.1 Increasing Popularity of Immersive Vision
    • 3.4.2 Usability to Increase Adoption of VR Devices
    • 3.4.3 Virtual Reality Functions Embedded in Devices
    • 3.4.4 Virtual Reality in Training and Simulation
    • 3.4.5 Increasing Affordability of Devices and Components
    • 3.4.6 Virtual Reality in Enterprise and Industrial Settings
  • 3.5 Virtual Reality Market Challenges
    • 3.5.1 Adverse Impact on User Health
    • 3.5.2 Fully Immersive Virtual Reality is Costly
    • 3.5.3 Ensuring Usability in Design and Tracking
    • 3.5.4 High Energy Consumption
  • 3.6 Virtual Reality Market Outlook and Opportunities
    • 3.6.1 Virtual Reality Investment Trends
    • 3.6.2 Virtual Reality Mergers and Acquisitions
    • 3.6.3 Virtual Reality Complements Mixed Reality
    • 3.6.4 Virtual Reality in Defense and Homeland Security
    • 3.6.5 Virtual Reality and Telepresence Apps
    • 3.6.6 Virtual Reality meets Immersive Social Platforms
    • 3.6.7 Virtual Reality in Drone Operation and Telerobotics
    • 3.6.8 Virtual Reality in Pornography and Sex Industry
    • 3.6.9 Virtual Reality Accelerates 3D TV and Printing
    • 3.6.10 Virtual Reality in Life Saving Applications
    • 3.6.11 Virtual Reality Opportunities for Network Operators
    • 3.6.12 5G to take Haptic Virtual Reality Experience Mainstream

4 Virtual Reality Ecosystem Analysis

  • 4.1 Virtual Reality Stakeholder Analysis
    • 4.1.1 Virtual Reality Device Manufacturers
    • 4.1.2 Virtual Reality Component Manufacturers
    • 4.1.3 Virtual Reality Software Solution Providers
    • 4.1.4 VR Service Suit Providers
    • 4.1.5 Virtual Reality Content Providers
    • 4.1.6 Virtual Reality End Users
  • 4.2 Virtual Reality Business Models
    • 4.2.1 Virtual Reality Subscription Services
    • 4.2.2 Pay-Per-Experience Virtual Reality
  • 4.3 Virtual Reality Patent Analysis
  • 4.4 Virtual Reality Technologies
    • 4.4.1 Non-Immersive Virtual Reality Technology
    • 4.4.2 Semi-Immersive Virtual Reality Technology
    • 4.4.3 Fully Immersive Virtual Reality Technology
  • 4.5 Virtual Reality Platforms
  • 4.6 Virtual Reality Market Applications
    • 4.6.1 Consumer Virtual Reality Applications
    • 4.6.2 Enterprise Virtual Reality Applications
    • 4.6.3 Virtual Reality in Industrial Applications
  • 4.7 Regional Virtual Reality Markets
  • 4.8 Virtual Reality and 5G
  • 4.9 Virtual Reality Revenue Expectations

5.0 VR Company Analysis

  • 5.1 Oculus VR, LLC
  • 5.2 Sony Corporation
  • 5.3 Samsung Electronics Co. Ltd.
  • 5.4 HTC Corporation
  • 5.5 EON Reality Inc.
  • 5.6 Google Inc.
  • 5.7 Microsoft Corporation
  • 5.8 Vuzix Corporation
  • 5.9 Cyber Glove Systems
  • 5.10 Sensics Inc.
  • 5.11 Leap Motion Inc.
  • 5.12 Sixense Entertainment Inc.
  • 5.13 Avegant Corp.
  • 5.14 FOVE Inc.
  • 5.15 Open Source Virtual Reality (OSVR)
  • 5.16 Zeiss VR One
  • 5.17 Intel Corporation
  • 5.18 Alcatel Mobile
  • 5.19 ZTE Corporation
  • 5.20 Unity Technologies
  • 5.21 Magic Leap
  • 5.22 Nvidia Corporation
  • 5.23 BARCO
  • 5.24 MYO
  • 5.25 NGRAIN Corporation
  • 5.26 WorldViz
  • 5.27 Wevr
  • 5.28 NextVR
  • 5.29 Osterhout Design Group (ODG)
  • 5.30 Niantic Inc.
  • 5.31 Virtual Reality Company (VRC)
  • 5.32 VIRTALIS
  • 5.33 Facebook
  • 5.34 Huawei Technologies
  • 5.35 Qualcomm Inc.
  • 5.36 SK Telecom
  • 5.37 LG Corporation
  • 5.38 Nokia StarGazing VR Application
  • 5.39 VREAL
  • 5.40 StreamVR
  • 5.41 Analog Devices Inc.
  • 5.42 Atmel Corporation
  • 5.43 Cypress Semiconductor Corp
  • 5.44 NXP
  • 5.45 Integrated Device Technology Inc
  • 5.46 Maxim Integrated
  • 5.47 NKK Switches
  • 5.48 Rohm Semiconductor
  • 5.49 Semtech Corporation
  • 5.50 Texas Instruments

6.0 Virtual Reality Market Analysis and Forecasts 2019 - 2024

  • 6.1 Global Virtual Reality Market 2019 - 2024
  • 6.2 Virtual Reality Technologies 2019 - 2024
  • 6.3 Virtual Reality System Segments 2019 - 2024
    • 6.3.1 Virtual Reality Devices 2019 - 2024
    • 6.3.2 Virtual Reality Gesture Tracking Devices 2019 - 2024
    • 6.3.3 Virtual Reality Hardware Components 2019 - 2024
      • 6.3.3.1 Virtual Reality Hardware Sensors 2019 - 2024
      • 6.3.3.2 Virtual Reality Hardware Semiconductor Components 2019 - 2024
    • 6.3.4 Virtual Reality Software 2019 - 2024
    • 6.3.5 Virtual Reality Software Components 2019 - 2024
    • 6.3.6 Virtual Reality Services 2019 - 2024
    • 6.3.7 Virtual Reality Content 2019 - 2024
  • 6.4 Virtual Reality Business Revenue 2019 - 2024
  • 6.5 Virtual Reality Applications 2019 - 2024
    • 6.5.1 Virtual Reality Consumer Applications 2019 - 2024
    • 6.5.2 Virtual Reality Enterprise Applications 2019 - 2024
    • 6.5.3 Virtual Reality Industrial Applications 2019 - 2024
    • 6.5.4 Virtual Reality Government Applications 2019 - 2024
  • 6.6 Virtual Reality Solutions Deployment 2019 - 2024
  • 6.7 Network Infrastructure Supporting Virtual Reality
    • 6.7.1 Multi-access Edge Computing Enabled VR Infrastructure 2019 - 2024
    • 6.7.2 Multi-access Edge Computing Enabled VR Hardware 2019 - 2024
  • 6.8 United States Virtual Reality Market 2019 - 2024
    • 6.8.1 USA VR System Segments 2019 - 2024
      • 6.8.1.1 USA VR Device 2019 - 2024
      • 6.8.1.2 USA VR Gesture Tracking Device 2019 - 2024
    • 6.8.2 USA VR Applications 2019 - 2024
      • 6.8.2.1 USA VR Consumer Applications 2019 - 2024
      • 6.8.2.2 USA VR Enterprise Applications 2019 - 2024
      • 6.8.2.3 USA VR Industrial Applications 2019 - 2024
      • 6.8.2.4 USA VR Government Applications 2019 - 2024
    • 6.8.3 USA VR Solutions Deployment 2019 - 2024
  • 6.9 Canada Virtual Reality Market 2019 - 2024
    • 6.9.1 Canada VR System Segments 2019 - 2024
      • 6.9.1.1 Canada VR Device 2019 - 2024
      • 6.9.1.2 Canada VR Gesture Tracking Device 2019 - 2024
    • 6.9.2 Canada VR Applications 2019 - 2024
      • 6.9.2.1 Canada VR Consumer Applications 2019 - 2024
      • 6.9.2.2 Canada VR Enterprise Applications 2019 - 2024
      • 6.9.2.3 Canada VR Industrial Applications 2019 - 2024
      • 6.9.2.4 Canada VR Government Applications 2019 - 2024
    • 6.9.3 Canada VR Solutions Deployment 2019 - 2024
  • 6.10 United Kingdom Virtual Reality Market 2019 - 2024
    • 6.10.1 UK VR System Segments 2019 - 2024
      • 6.10.1.1 UK VR Device 2019 - 2024
        • 6.10.1.1.1 UK VR Gesture Tracking Device 2019 - 2024
    • 6.10.2 UK VR Applications 2019 - 2024
      • 6.10.2.1 UK VR Consumer Applications 2019 - 2024
      • 6.10.2.2 UK VR Enterprise Applications 2019 - 2024
      • 6.10.2.3 UK VR Industrial Applications 2019 - 2024
      • 6.10.2.4 UK VR Government Applications 2019 - 2024
    • 6.10.3 UK VR Solutions Deployment 2019 - 2024
  • 6.11 Germany Virtual Reality Market 2019 - 2024
    • 6.11.1 Germany VR System Segments 2019 - 2024
      • 6.11.1.1 Germany VR Device 2019 - 2024
      • 6.11.1.2 Germany VR Gesture Tracking Device 2019 - 2024
    • 6.11.2 Germany VR Applications 2019 - 2024
      • 6.11.2.1 Germany VR Consumer Applications 2019 - 2024
      • 6.11.2.2 Germany VR Enterprise Applications 2019 - 2024
      • 6.11.2.3 Germany VR Industrial Applications 2019 - 2024
      • 6.11.2.4 Germany VR Government Applications 2019 - 2024
    • 6.11.3 Germany VR Solutions Deployment 2019 - 2024
  • 6.12 France Virtual Reality Market 2019 - 2024
    • 6.12.1 France VR System Segments 2019 - 2024
      • 6.12.1.1 France VR Device 2019 - 2024
      • 6.12.1.2 France VR Gesture Tracking Device 2019 - 2024
    • 6.12.2 France VR Applications 2019 - 2024
      • 6.12.2.1 France VR Consumer Applications 2019 - 2024
      • 6.12.2.2 France VR Enterprise Applications 2019 - 2024
      • 6.12.2.3 France VR Industrial Applications 2019 - 2024
      • 6.12.2.4 France VR Government Applications 2019 - 2024
    • 6.12.3 France VR Solutions Deployment 2019 - 2024
  • 6.13 Sweden Virtual Reality Market 2019 - 2024
    • 6.13.1 Sweden VR System Segments 2019 - 2024
      • 6.13.1.1 Sweden VR Device 2019 - 2024
      • 6.13.1.2 Sweden VR Gesture Tracking Device 2019 - 2024
    • 6.13.2 Sweden VR Applications 2019 - 2024
      • 6.13.2.1 Sweden VR Consumer Applications 2019 - 2024
      • 6.13.2.2 Sweden VR Enterprise Applications 2019 - 2024
      • 6.13.2.3 Sweden VR Industrial Applications 2019 - 2024
      • 6.13.2.4 Sweden VR Government Applications 2019 - 2024
    • 6.13.3 Sweden VR Solutions Deployment 2019 - 2024
  • 6.14 China Virtual Reality Market 2019 - 2024
    • 6.14.1 China VR System Segments 2019 - 2024
      • 6.14.1.1 China VR Device 2019 - 2024
      • 6.14.1.2 China VR Gesture Tracking Device 2019 - 2024
    • 6.14.2 China VR Applications 2019 - 2024
      • 6.14.2.1 China VR Consumer Applications 2019 - 2024
      • 6.14.2.2 China VR Enterprise Applications 2019 - 2024
      • 6.14.2.3 China VR Industrial Applications 2019 - 2024
      • 6.14.2.4 China VR Government Applications 2019 - 2024
    • 6.14.3 China VR Solutions Deployment 2019 - 2024
  • 6.15 Japan Virtual Reality Market 2019 - 2024
    • 6.15.1 Japan VR System Segments 2019 - 2024
      • 6.15.1.1 Japan VR Device 2019 - 2024
      • 6.15.1.2 Japan VR Gesture Tracking Device 2019 - 2024
    • 6.15.2 Japan VR Applications 2019 - 2024
      • 6.15.2.1 Japan VR Consumer Applications 2019 - 2024
      • 6.15.2.2 Japan VR Enterprise Applications 2019 - 2024
      • 6.15.2.3 Japan VR Industrial Applications 2019 - 2024
      • 6.15.2.4 Japan VR Government Applications 2019 - 2024
    • 6.15.3 Japan VR Solutions Deployment 2019 - 2024
  • 6.16 South Korea Virtual Reality Market 2019 - 2024
    • 6.16.1 South Korea VR System Segments 2019 - 2024
      • 6.16.1.1 South Korea VR Device 2019 - 2024
      • 6.16.1.2 South Korea VR Gesture Tracking Device 2019 - 2024
    • 6.16.2 South Korea VR Applications 2019 - 2024
      • 6.16.2.1 South Korea VR Consumer Applications 2019 - 2024
      • 6.16.2.2 South Korea VR Enterprise Applications 2019 - 2024
      • 6.16.2.3 South Korea VR Industrial Applications 2019 - 2024
      • 6.16.2.4 South Korea VR Government Applications 2019 - 2024
    • 6.16.3 South Korea VR Solutions Deployment 2019 - 2024

Figures

  • Figure 1: Virtual Reality System Development Costs
  • Figure 2: Virtual Reality System Architecture
  • Figure 3: Virtual Reality Market Segments
  • Figure 4: Virtual Reality Sensory Displays
  • Figure 5: Virtual Reality Content Developer Engagement
  • Figure 6: Virtual Reality Investment Trends and Outlook
  • Figure 7: Virtual Reality Funding by Investor Type
  • Figure 8: Virtual Reality Technologies and Platforms
  • Figure 9: 5G Deployment
  • Figure 10: Virtual Reality and 5G
  • Figure 11: Virtual Reality ARPU 1
  • Figure 12: Global Virtual Reality Market 2019 - 2024
  • Figure 13: VR Technology 2019 - 2024
  • Figure 14: VR System Segments 2019 - 2024
  • Figure 15: VR Device 2019 - 2024
  • Figure 16: VR Gesture Tracking Device 2019 - 2024
  • Figure 17: VR Hardware Component 2019 - 2024
  • Figure 18: VR Hardware Sensors 2019 - 2024
  • Figure 19: VR Hardware Semiconductor Components 2019 - 2024
  • Figure 20: VR Software 2019 - 2024
  • Figure 21: VR Software Components 2019 - 2024
  • Figure 22: VR Service 2019 - 2024
  • Figure 23: VR Content 2019 - 2024
  • Figure 24: VR Business Revenue 2019 - 2024
  • Figure 25: VR Applications 2019 - 2024
  • Figure 26: VR Consumer Applications 2019 - 2024
  • Figure 27: VR Enterprise Applications 2019 - 2024
  • Figure 28: VR Industrial Applications 2019 - 2024
  • Figure 29: VR Government Applications 2019 - 2024
  • Figure 30: VR Solution Deployment 2019 - 2024
  • Figure 31: Multi-access Edge Computing Enabled VR Infrastructure 2019 - 2024
  • Figure 32: Multi-access Edge Computing Enabled VR Hardware 2019 - 2024
  • Figure 33: USA Virtual Reality 2019 - 2024
  • Figure 34: USA VR System Segments 2019 - 2024
  • Figure 35: USA VR Device 2019 - 2024
  • Figure 36: USA VR Gesture Tracking Device 2019 - 2024
  • Figure 37: USA VR Applications 2019 - 2024
  • Figure 38: USA VR Consumer Applications 2019 - 2024
  • Figure 39: USA VR Enterprise Applications 2019 - 2024
  • Figure 40: USA VR Industrial Applications 2019 - 2024
  • Figure 41: USA VR Government Applications 2019 - 2024
  • Figure 42: USA VR Solutions Deployment 2019 - 2024
  • Figure 43: Canada Virtual Reality 2019 - 2024
  • Figure 44: Canada VR System Segments 2019 - 2024
  • Figure 45: Canada VR Device 2019 - 2024
  • Figure 46: Canada VR Gesture Tracking Device 2019 - 2024
  • Figure 47: Canada VR Applications 2019 - 2024
  • Figure 48: Canada VR Consumer Applications 2019 - 2024
  • Figure 49: Canada VR Enterprise Applications 2019 - 2024
  • Figure 50: Canada VR Industrial Applications 2019 - 2024
  • Figure 51: Canada VR Government Applications 2019 - 2024
  • Figure 52: Canada VR Solutions Deployment 2019 - 2024
  • Figure 53: UK Virtual Reality 2019 - 2024
  • Figure 54: UK VR System Segments 2019 - 2024
  • Figure 55: UK VR Device 2019 - 2024
  • Figure 56: UK VR Gesture Tracking Device 2019 - 2024
  • Figure 57: UK VR Applications 2019 - 2024
  • Figure 58: UK VR Consumer Applications 2019 - 2024
  • Figure 59: UK VR Enterprise Applications 2019 - 2024
  • Figure 60: UK VR Industrial Applications 2019 - 2024
  • Figure 61: UK VR Government Applications 2019 - 2024
  • Figure 62: UK VR Solutions Deployment 2019 - 2024
  • Figure 63: Germany Virtual Reality 2019 - 2024
  • Figure 64: Germany VR System Segments 2019 - 2024
  • Figure 65: Germany VR Device 2019 - 2024
  • Figure 66: Germany VR Gesture Tracking Device 2019 - 2024
  • Figure 67: Germany VR Applications 2019 - 2024 181
  • Figure 68: Germany VR Consumer Applications 2019 - 2024
  • Figure 69: Germany VR Enterprise Applications 2019 - 2024
  • Figure 70: Germany VR Industrial Applications 2019 - 2024
  • Figure 71: Germany VR Government Applications 2019 - 2024
  • Figure 72: Germany VR Solutions Deployment 2019 - 2024
  • Figure 73: France Virtual Reality 2019 - 2024
  • Figure 74: France VR System Segments 2019 - 2024
  • Figure 75: France VR Device 2019 - 2024
  • Figure 76: France VR Gesture Tracking Device 2019 - 2024
  • Figure 77: France VR Applications 2019 - 2024
  • Figure 78: France VR Consumer Applications 2019 - 2024
  • Figure 79: France VR Enterprise Applications 2019 - 2024
  • Figure 80: France VR Industrial Applications 2019 - 2024
  • Figure 81: France VR Government Applications 2019 - 2024
  • Figure 82: France VR Solutions Deployment 2019 - 2024
  • Figure 83: Sweden Virtual Reality 2019 - 2024
  • Figure 84: Sweden VR System Segments 2019 - 2024
  • Figure 85: Sweden VR Device 2019 - 2024
  • Figure 86: Sweden VR Gesture Tracking Device 2019 - 2024
  • Figure 87: Sweden VR Applications 2019 - 2024
  • Figure 88: Sweden VR Consumer Applications 2019 - 2024
  • Figure 89: Sweden VR Enterprise Applications 2019 - 2024
  • Figure 90: Sweden VR Industrial Applications 2019 - 2024
  • Figure 91: Sweden VR Government Applications 2019 - 2024
  • Figure 92: Sweden VR Solutions Deployment 2019 - 2024
  • Figure 93: China Virtual Reality 2019 - 2024
  • Figure 94: China VR System Segments 2019 - 2024
  • Figure 95: China VR Device 2019 - 2024
  • Figure 96: China VR Gesture Tracking Device 2019 - 2024
  • Figure 97: China VR Applications 2019 - 2024
  • Figure 98: China VR Consumer Applications 2019 - 2024
  • Figure 99: China VR Enterprises Applications 2019 - 2024
  • Figure 100: China VR Industrial Applications 2019 - 2024
  • Figure 101: China VR Government Applications 2019 - 2024
  • Figure 102: China VR Solutions Deployment 2019 - 2024
  • Figure 103: Japan Virtual Reality 2019 - 2024
  • Figure 104: Japan VR System Segments 2019 - 2024
  • Figure 105: Japan VR Device 2019 - 2024
  • Figure 106: Japan VR Gesture Tracking Device 2019 - 2024
  • Figure 107: Japan VR Applications 2019 - 2024
  • Figure 108: Japan VR Consumer Applications 2019 - 2024
  • Figure 109: Japan VR Enterprise Applications 2019 - 2024
  • Figure 110: Japan VR Industrial Applications 2019 - 2024
  • Figure 111: Japan VR Government Applications 2019 - 2024
  • Figure 112: Japan VR Solutions Deployment 2019 - 2024
  • Figure 113: South Korea Virtual Reality 2019 - 2024
  • Figure 114: South Korea VR System Segments 2019 - 2024
  • Figure 115: South Korea VR Device 2019 - 2024
  • Figure 116: South Korea VR Gesture Tracking Device 2019 - 2024
  • Figure 117: South Korea VR Applications 2019 - 2024
  • Figure 118: South Korea VR Consumer Applications 2019 - 2024
  • Figure 119: South Korea VR Enterprise Applications 2019 - 2024
  • Figure 120: South Korea VR Industrial Applications 2019 - 2024
  • Figure 121: South Korea VR Government Applications 2019 - 2024
  • Figure 122: South Korea VR Solutions Deployment 2019 - 2024

Tables

  • Table 1: Head Mounted Display Manufacturers
  • Table 2: VR Gloves Manufacturers
  • Table 3: VR Haptic Suit Manufacturers
  • Table 4: GTD Product Manufacturers
  • Table 5: Projectors and Display Wall Manufacturers
  • Table 6: HUD Manufacturers
  • Table 7: MEMS Accelerometers Manufacturers
  • Table 8 Proximity Sensor Manufacturers
  • Table 9: Magnetometers Manufactures
  • Table 10: GPS System Manufactures
  • Table 11: MEMS Gyroscopes Manufactures
  • Table 12: 3D Image Sensor Manufactures
  • Table 13: Capacitive Sensing Controller and ICs Manufacturers
  • Table 14: Virtual Reality GPU Manufacturers
  • Table 15: Virtual Reality Display Manufacturers
  • Table 16: Virtual Reality CPU Manufacturers
  • Table 17: Memory Chip Manufacturers
  • Table 18: Virtual Reality Tracking System Manufacturers
  • Table 19: Process Acceleration Cards Manufacturers
  • Table 20: Virtual Reality Input Device Manufacturers
  • Table 21: USB Connector Manufacturers
  • Table 22: Virtual Reality 3D Audio Device Manufacturers
  • Table 23: Virtual Reality Software and Component Provider
  • Table 24: HMD Pricing
  • Table 25: Virtual Reality Content Price
  • Table 26: Virtual Reality Mergers and Acquisitions
  • Table 27: Virtual Reality Patents
  • Table 28: Global Virtual Reality Market 2019 - 2024
  • Table 29: Virtual Reality Technology 2019 - 2024
  • Table 30: Virtual Reality System Segments 2019 - 2024
  • Table 31: Virtual Reality Devices 2019 - 2024
  • Table 32: Virtual Reality Gesture Tracking Device 2019 - 2024
  • Table 33: Virtual Reality Hardware Components 2019 - 2024
  • Table 34: VR Hardware Sensors 2019 - 2024
  • Table 35: VR Hardware Semiconductor Components2019 - 2024
  • Table 36: VR Software 2019 - 2024
  • Table 37: VR Software Components 2019 - 2024
  • Table 38: VR Services 2019 - 2024
  • Table 39: VR Content 2019 - 2024
  • Table 40: VR Business Revenue 2019 - 2024
  • Table 41: VR Applications 2019 - 2024
  • Table 42: VR Consumer Applications 2019 - 2024
  • Table 43: VR Enterprise Applications 2019 - 2024
  • Table 44: VR Industrial Applications 2019 - 2024
  • Table 45: VR Government Applications 2019 - 2024
  • Table 46: VR Solutions Deployment 2019 - 2024
  • Table 47: Multi-access Edge Computing Enabled VR Infrastructure 2019 - 2024
  • Table 48: Multi-access Edge Computing Enabled VR Hardware 2019 - 2024
  • Table 49: USA Virtual Reality 2019 - 2024
  • Table 50: USA VR System Segments 2019 - 2024
  • Table 51: USA VR Device 2019 - 2024
  • Table 52: USA VR Gesture Tracking Device 2019 - 2024
  • Table 53: USA VR Applications 2019 - 2024
  • Table 54: USA VR Consumer Applications 2019 - 2024
  • Table 55: USA VR Enterprise Applications 2019 - 2024
  • Table 56: USA VR Industrial Applications 2019 - 2024
  • Table 57: USA VR Government Applications 2019 - 2024
  • Table 58: USA VR Solutions Deployment 2019 - 2024
  • Table 59: Canada Virtual Reality 2019 - 2024
  • Table 60: Canada VR System Segments 2019 - 2024
  • Table 61: Canada VR Device 2019 - 2024
  • Table 62: Canada VR Gesture Tracking Device 2019 - 2024
  • Table 63: Canada VR Applications 2019 - 2024
  • Table 64: Canada VR Consumer Applications 2019 - 2024
  • Table 65: Canada VR Enterprise Applications 2019 - 2024
  • Table 66: Canada VR Industrial Applications 2019 - 2024
  • Table 67: Canada VR Government Applications 2019 - 2024
  • Table 68: Canada VR Solutions Deployment 2019 - 2024
  • Table 69: UK Virtual Reality 2019 - 2024
  • Table 70: UK VR System Segments 2019 - 2024
  • Table 71: UK VR Device 2019 - 2024
  • Table 72: UK VR Gesture Tracking Device 2019 - 2024
  • Table 73: UK VR Applications 2019 - 2024
  • Table 74: UK VR Consumer Applications 2019 - 2024
  • Table 75: UK VR Enterprise Applications 2019 - 2024
  • Table 76: UK VR Industrial Applications 2019 - 2024
  • Table 77: UK VR Government Applications 2019 - 2024
  • Table 78: UK VR Solutions Deployment 2019 - 2024
  • Table 79: Germany Virtual Reality 2019 - 2024
  • Table 80: Germany VR System Segments 2019 - 2024
  • Table 81: Germany VR Device 2019 - 2024
  • Table 82: Germany VR Gesture Tracking Device 2019 - 2024
  • Table 83: Germany VR Applications 2019 - 2024
  • Table 84: Germany VR Consumer Applications 2019 - 2024
  • Table 85: Germany VR Enterprise Applications 2019 - 2024
  • Table 86: Germany VR Industrial Applications 2019 - 2024
  • Table 87: Germany VR Government Applications 2019 - 2024
  • Table 88: Germany VR Solutions Deployment 2019 - 2024
  • Table 89: France Virtual Reality 2019 - 2024
  • Table 90: France VR System Segments 2019 - 2024
  • Table 91: France VR Device 2019 - 2024
  • Table 92: France VR Gesture Tracking Device 2019 - 2024
  • Table 93: France VR Applications 2019 - 2024
  • Table 94: France VR Consumer Applications 2019 - 2024
  • Table 95: France VR Enterprise Applications 2019 - 2024
  • Table 96: France VR Industrial Applications 2019 - 2024
  • Table 97: France VR Government Applications 2019 - 2024
  • Table 98: France VR Solutions Deployment 2019 - 2024
  • Table 99: Sweden Virtual Reality 2019 - 2024
  • Table 100: Sweden VR System Segments 2019 - 2024
  • Table 101: Sweden VR Device 2019 - 2024
  • Table 102: Sweden VR Gesture Tracking Device 2019 - 2024
  • Table 103: Sweden VR Applications 2019 - 2024
  • Table 104: Sweden VR Consumer Applications 2019 - 2024
  • Table 105: Sweden VR Enterprise Applications 2019 - 2024
  • Table 106: Sweden VR Industrial Applications 2019 - 2024
  • Table 107: Sweden VR Government Applications 2019 - 2024
  • Table 108: Sweden VR Solutions Deployment 2019 - 2024
  • Table 109: China Virtual Reality 2019 - 2024
  • Table 110: China VR System Segments 2019 - 2024
  • Table 111: China VR Device 2019 - 2024
  • Table 112: China VR Gesture Tracking Device 2019 - 2024
  • Table 113: China VR Applications 2019 - 2024
  • Table 114: China VR Consumer Applications 2019 - 2024
  • Table 115: China VR Enterprise Applications 2019 - 2024
  • Table 116: China VR Industrial Applications 2019 - 2024
  • Table 117: China VR Government Applications 2019 - 2024
  • Table 118: China VR Solutions Deployment 2019 - 2024
  • Table 119: Japan Virtual Reality 2019 - 2024
  • Table 120: Japan VR System Segments 2019 - 2024
  • Table 121: Japan VR Device 2019 - 2024
  • Table 122: Japan VR Gesture Tracking Device 2019 - 2024
  • Table 123: Japan VR Applications 2019 - 2024
  • Table 124: Japan VR Consumer Applications 2019 - 2024
  • Table 125: Japan VR Enterprise Applications 2019 - 2024
  • Table 126: Japan VR Industrial Applications 2019 - 2024
  • Table 127: Japan VR Government Applications 2019 - 2024
  • Table 128: Japan VR Solutions Deployment 2019 - 2024
  • Table 129: South Korea Virtual Reality 2019 - 2024
  • Table 130: South Korea VR System Segments 2019 - 2024
  • Table 131: South Korea VR Device 2019 - 2024
  • Table 132: South Korea VR Gesture Tracking Device 2019 - 2024
  • Table 133: South Korea VR Applications 2019 - 2024
  • Table 134: South Korea VR Consumer Applications 2019 - 2024
  • Table 135: South Korea VR Enterprise Applications 2019 - 2024
  • Table 136: South Korea VR Industrial Applications 2019 - 2024
  • Table 137: South Korea VR Government Applications 2019 - 2024
  • Table 138: South Korea VR Solutions Deployment 2019 - 2024
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